1. Different from one nation to the next. In Silmar there is a King and his sons, the Princes of the Realm, form the advisory council. Bastard sons as well as real sons have a seat in the council, but also important dukes and the powerful priesthood of the Sun God. In the Empire there is the almighty emperor, whose whim is law. In the City of Steam the Steam Council held sway, until a coup overthrew them and placed the dark priesthood in charge. Overall the world is a diverse place, with local lords, chieftains and kings ruling small backwater princedoms and duchies.

2. Yes, there are no-weapon zones in which the risk of assassination attempts against important people is too great, but usually weapons are allowed, but drawing blank is not. In the end it depends on how threatened other people feel. If an adventurer walks down the street with a cocked crossbow, or a fireball hovering above the palm of his hand, ready to be hurled at someone, well... He will get into trouble. If he walks with a two handed sword in a scabbard across his back, then yes, he may move through the streets freely. Custom is to remove your weapon (put it in a corner of the room, or lean it against the table) when you are indoors. It is rude to have it at your waist or on your person.

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3. What is the single most dangerous entity in your setting?4. How powerful are mages in your setting?

3. The single most dangerous entity is Mauva, the world itself. Alien and most often immersed in a deep dream-state, it is a gargantuan creature upon whose body civilization flourishes; lava is its bodily fluid, and the earth its skin. While usually not bothered by the tiny creatures crawling all over it, sometimes it feels an irritating itch when the mortals overstep their bounds, and scratches - with earthquakes, volcanic eruptions and unnatural weather.In the deepest recesses of the world, one can encounter horrid creatures that are but its immune system.

Bael'Shavat is the second most dangerous entity of the world, and far closer to what we call self-aware. He is the lord of the Void, locked away in the deepest Beyond by the gods that broke off his very body. Furious and hateful, he is the source of the highest magic yet greatest threat a caster can face. From his flesh, Shaia the All-Mother fashioned the souls of mortals, and regularly, she sneaks off into the Void to cut another piece off him.This entity has two goals - to find a way into the world, and undo his ungrateful children.

4. Magi are varied in power: illusionists, mind-benders and healers draw their energy from within and manipulate the energy of others; this kind of sorcery needs the least power. Summoners and spirit-speakers likewise but manipulate existing creatures.Naturalists draw might from the life-lines of Mauva, and boast significantly more power, yet run the risk of drawing her ire if they overstep their bounds, slapped like a gluttonous mosquito. High Wizards can steal might from the Void's Prisoner himself and boast the power of raw creation, yet the risk of doing so needs no further explanation.

5. What races call your world home?

6. What faiths worship whom there?

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"Captain, the buttocks are moving from the pink into the red and purple spectrum! We cannot maintain this rate of spanking any longer!"

5. What races call your world home?Aterrizar is home to the typical pantheon of fantasy races, humans dominate, with elves and dwarves being in decline or reclusive respectively. Orcs and the orc-kin races also are well represented, each race having an elemental association, dwarves are earth, elves are air, orcs are fire, and humans are water (ie everywhere)

6. What faiths worship whom there?The capital letter Faith is the Trinitine Faith, a trinity of three potent gods, which is a large beaurocratic faith with tiers of ranking. In its home kingdom, the Pontiff rules while the King is left the unpleasant task of taxation and maintaining the roads and army.

The next dominant faith is the Via Mortus, ancestor and ghost veneration. The Trinity has fought the pervasive ghost and necromancer cults for generations, but it is a deeply ingrained grassroots faith that lacking any central organization is hard to deal with. Most of the via mortus folks dont consider their faith in the same context as the others as they deal with terrestrial spirits and not celestial ones.

The Old Ways are a collection of beliefs and localized animistic spirit worship, such as revering the spirit of the lake, an earthbound godling, or the like. The Old Ways have largely been supplanted by the Trinity as they do have local foci, usually a holy site and a few clergy that can be put to the sword. The Old Ways are relics, the keepers of the mysteries are secret stewards

7-Acqua has a number of volcanos and the Sorcery Springs Geyser Basin, but disasters caused by these volcanos, at least in modern times, are rare. Some islands are volcanic disasters just waiting to happen, where people have built towns far too close to the volcano.

8-Acqua has an icy moon of it's own, and is itself a moon of the great gas giant Jove, which is the same size in the sky when looked at with the naked eye as a beach ball, it's belts visible. Whilst these are good for navigation and have had an effect on religion, the way it directly effects Acqua is the tides. Acquan tides are ferocious, and most beaches are dangerous places to swim.